I am trying to create a simulation of portrait mode in my own camera Apple.
The problem is that applying the blur effect using CIImage with respect to depth data is too slow for a real-time preview that I want to show to the user.
My code for this is the mission:
func blur(image: CIImage, mask: CIImage, orientation: UIImageOrientation = .up, blurRadius: CGFloat) -> UIImage? {
let start = Date()
let invertedMask = mask.applyingFilter("CIColorInvert")
let output = image.applyingFilter("CIMaskedVariableBlur", withInputParameters: ["inputMask" : invertedMask,
"inputRadius": blurRadius])
guard let cgImage = context.createCGImage(output, from: image.extent) else {
return nil
}
let end = Date()
let elapsed = end.timeIntervalSince1970 - start.timeIntervalSince1970
print("took \(elapsed) seconds to apply blur")
return UIImage(cgImage: cgImage, scale: 1.0, orientation: orientation)
}
I want to apply blur on a GPU for better performance. For this task, I found this implementation provided by Apple here.
So, in the Apple implementation, we have this piece of code:
class GaussianBlur: CommandBufferEncodable {
let gaussian: MPSImageGaussianBlur
required init(device: MTLDevice) {
gaussian = MPSImageGaussianBlur(device: device,
sigma: 5.0)
}
func encode(to commandBuffer: MTLCommandBuffer, sourceTexture: MTLTexture, destinationTexture: MTLTexture) {
gaussian.encode(commandBuffer: commandBuffer,
sourceTexture: sourceTexture,
destinationTexture: destinationTexture)
}
}
My question is: How can I apply depth data to filtering through the metal blur version? Or, in other words, how can I get the first functionality of code fragments with the speed of execution of the second code fragment?